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Zusammenfassung:
This chapter is concerned with the perception and simulation of ego-motion in virtual environments, and how spatial
presence and other higher cognitive and top-down factors can contribute to improve the illusion of ego-motion in
virtual reality (VR). In the real world, we are used to being able to move around freely and interact with our
environment in a natural and effortless manner. Current VR technology does, however, not yet allow for natural,
real-life-like interaction between the user and the virtual environment. One crucial shortcoming in current VR is the
insufficient and often unconvincing simulation of ego-motion, which frequently causes disorientation, unease, and
motion sickness. We posit that a realistic perception of ego-motion in VR is a fundamental constituent for spatial
presence and vice versa. Thus, by improving both spatial presence and ego-motion perception in VR, we aim to
eventually enable performance levels in VR similar to the real world for basic tasks, e.g., spatial orientation and
distance perception, which are currently very problematic cases. Users frequently get lost easily in VR while
navigating, and simulated distances appear to be compressed and underestimated compared to the real world
(Witmer Sadowski, 1998; Chance, Gaunet, Beall, Loomis, 1998; Creem-Regehr, Willemsen, Gooch, and
Thompson, 2003; Knapp, 1999; Thompson, Willemsen, Gooch, Creem-Regehr, Loomis, Beall, 2004, Stanney,
2002).